About
Step into a forgotten dungeon, where the echoes of ancient wars still linger. The legend of the Dragon Knight lies buried beneath its stones—and so does the Artifact that once kept the darkness at bay.
Key Features
- Classic Dungeon Crawling, Reborn – Dungeon of Dragon Knight Remake is a first-person, grid-based, real-time combat dungeon crawler RPG that faithfully revives the essence of classic old-school dungeon exploration. Navigate each corridor step by step, feel the tension of every corner, and strike fast in real-time combat.
- Build Your Party – Assemble a four-person adventuring party from a variety of classes and races. Each character brings unique abilities and growth paths, and every choice you make shapes your party’s combat style and exploration strategy.
- Exploration and Puzzles Intertwined – This dungeon is not just a battleground—it is a massive puzzle box. Hidden switches, ancient carvings, scattered letters… every detail may hold the key to the next floor, or reveal a secret long buried beneath the stone.
- The Dragon Knight’s Legacy – Legend says the Dragon Knight used the Artifact to seal the darkness beneath the dungeon. Now the Artifact is stolen, and the darkness is rising. Lured into the dungeon by a witch, you must find the Artifact before the dungeon claims you—and uncover the truth before it is lost forever.
Watch a trailer and developer diary below.
PlayStation 5 Announce Trailer
PlayStation 5 Developer Diary
Transcript
Hello everyone, I’m Hector Xiang. Dungeon of Dragon Knight is coming to [PlayStation 5]. This is made by artificial intelligence because my native language is not English. I’ve been making games for over 20 years and I’ve been playing Dungeons, Dragons, and Tabletop role-playing games for just as long. When this game was being developed, there were very few of us. So few that in the end I was the only one left. Applying for Sony’s PlayStation 5 dev kit porting optimizing, I did it all alone. Today, I’m not here to talk about specs or settings. I want to talk about one thing. How you, the players, helped me bring this game to [PlayStation 5] and why I wanted to do this for you.
To be honest, before I made this game, I always felt a deep sense of isolation. Not because there aren’t people who love D&D and tabletop games, but because we couldn’t find each other. So, I thought, why not make a game that gives veteran players a place to belong while also being welcoming to newcomers? So, I made it myself. Applying for a Sony dev kit alone is incredibly difficult for a solo indie developer like me. The process was daunting and the odds stacked against me. But even an ant has dreams, and no dream is too small. The whole process of getting that dev kit took me off and on five years. Five whole years. You know how I got through those five years. Honestly, I don’t really remember myself, but in the end, I got it.
The game did not sell explosively on PC platforms. Lack of marketing, I am well aware. But what surprised me most was that even so, some people still made videos about the game on overseas video sites and other foreign platforms. Introductions, walkthroughs, gameplay demos, even full achievement guides. I watched every single one. There was a period when I was really down and it was those videos that kept me going. To me, that’s the purest form of love from players. No public relations budget, no marketing team, yet they spent their own time creating content for my game. That means more to me than any sales number.
There was also a German player who wrote an email recommending a project management tool teaching me step by step how to break down tasks. He said, “Your development skills are fine, but you need to learn how to manage your project.” I’ve kept that in mind, and I’ve used it ever since. I don’t know how to repay him, but I can at least let him know that the time he spent on me wasn’t wasted.
On the PC platform, another player had difficulty using keyboard and mouse due to a physical condition and asked if I could add controller support. At the time, I really couldn’t, but I never forgot that request for this [PlayStation 5] port. I made sure controller support was fully implemented. I want to tell him sorry for making you wait so long, but I did it. This is my way of saying thank you. Every word you said, I’ll try my best to respond to.
Another player bought two copies. One for himself, the other to support me. I didn’t know how to reply, but I’ve remembered it. There are indeed many who’ve criticized me, especially accusing me of copying Legend of Grimrock. The voices from Germany and Russia are particularly loud. But interestingly, sales from those two regions are also very high. I respect those who vote with their actions. They may not say much, but their choices speak louder than any review.
In this version, I removed the shop and currency systems entirely. This isn’t laziness. It’s my insistence on player experience. If you love D&D and tabletop games, you’ll understand focusing on exploring a dungeon is far more important than counting gold. I don’t want any superfluous system to break the player’s rhythm. The music was composed by Mr. Tatsuya Shibata, who also composed for
